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   Anima Tactics: The Colonel (2008)

Image of Anima Tactics: The Colonel 🔎
Average time to play: 60
Minimum age: 12
Number of players: 2
Publisher: Fantasy Flight Games
Designers: Unknown
Artists: Unknown
Mechanics: Action Points, Dice Rolling
Durchschnitt: 0.0 (0 Bewertungen )
"Even in Les Jaeger there is a person whose mere mention produces both veneration and terror, a man whose power and influence extends across the entire world. He is an enigma. Those who know his true name can be counted on the fingers of one hand. For the rest, he is simply The Colonel. Dark Azur Alliance Warrior - Lv. 50 At 5 | Dm 5 | Df 9 | Ar 1 | LP 14 | Re 10 | Mo 8/12 | AP 3/4 Innate Abilities: Initiative Chain of Command: The Colonel may use his Action Points as Order Points to use any Arbiter Command of any Arbiter he is playing with. His Influence Zone is Equal to his Control Zone. ooo - Hephastios Crest (Ki, Attack) + 3 Attack / +3 Damage. ooo - Ifrit Awakening (Ki, Ranged Attack) Distance (12 Inch). o - Soul Steal (Magic, Effect) A friendly unit inside The Colonel's Control Zone loses d5 LP. The Colonel recovers double the Life Points lost. o - Absolute Superiority (Ki, Effect, Reactive) When an enemy unit declares an attack against The Colonel, the attack fails automatically unless the attacking unit passes an Effect 14. This skill must be used before any die rolls are made. A part of Team Les Jaeger along with Kirsten, Kyler and Reindhold. "

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Alternative names: Anima Tactics: The Colonel
Last Updated: 2025-08-16 01:33:34 UTC

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